Wild Weaver
Those who pick apart the Weave and leave it in disarray are known as arcane terrorists, anarchists, or to a few as avant-garde artists. Ancient sages who remember when Wild Magic was more common refer to them as Wildmages. Wild Weavers cause chaos where they go and are almost universally hated by spellcasters who despise their efforts being twisted and frustrated. Mystra disapproves of such and watches them carefully to see if they overstep their “pranks”. Some Wild Weavers are trouble makers and a few are artists who wish to portray their art using the Weave. They are the only known wielders of the forbidden School of Wild Magic.
Spellcasting: Spells cast by a Magister are changed fundamentally. All of your spells are changed in some way. For instance, Mage Hand changes how it appears each time it is used.
Subclass Features
Origin Spells
Your newly discovered origin ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
| Level | Prepared Spells |
|---|---|
| 3 | Blur, Chaos Bolt, Dancing Lights, Disguise Self, Fortune’s Favor |
| 5 | Enemies Abound, Fast Friends |
| 7 | Confusion, Hallucinatory Terrain |
| 9 | Dream, Mislead |
School of Wild Magic
You learn spells from the forbidden School of Wild Magic that has been restricted by Mystra. Each time a spell is cast from this School roll 1D20, on a 1 or 2 you trigger a Wild Magic Surge. You know one level 1 spell from this School that is shown in its own section in the Spell Chapter. Spells you learn from this feature do not count towards the number of spells you can know and are always prepared. When you gain an Arcanist level you can change one spell for one spell of the same level from this School.
Provoke Wild Magic Surge
You can pluck and reweave and distort the Weave when you cast a 1st or higher level spell or when a 1st or higher level spell is cast within 60 ft of you. You can use your reaction to use your Weaving feature to force the caster to roll 1D20, on a 1-3 they trigger a Wild Magic Surge. If you cast the spell this feature requires no action and the range is 1-5.
School of Wild Magic
You learn an additional bit of Wild Magic. You know one level 2 spell from this School.
Suppress Wild Magic
You can control and suppress Wild Magic Surges. If a Wild Magic Surge is triggered within 120 ft of you, you can use your Weaving feature as a reaction to restore the Weave to its original state until the end of your next turn, canceling the Wild Magic Surge.
School of Wild Magic
You learn an additional bit of Wild Magic. You know one level 3 spell from this School.
Control Wild Magic Surges
You are creative and adept enough to make the most of Wild Magic Surges. When a Wild Magic Surge is triggered within 120 ft of you, you can roll on the Wild Magic Surge Table as well and you can override the effect with the result from this feature.
School of Wild Magic
You learn an additional bit of Wild Magic. You know one level 4 spell from this School.
Force Wild Magic Surge
You can consciously cause Wild Magic Surges after much experimentation. When you cast a 1st or higher level spell or when a 1st or higher level spell is cast within 60 ft of you, you can use your reaction to use your Weaving feature and cause a Wild Magic Surge. If you cast the spell this feature requires no action.
School of Wild Magic
You learn an additional bit of Wild Magic. You know one level 5 spell from this School.
Empower Spell
Using your Weaver feature as a reaction when a spell is cast within 30 ft of you, you take their spell and enhance the Weave of the spell making…. better. As long as the spell’s caster is willing and the spell is changed to a similar spell of the same School but one level higher. The DM has great discretion to determine if the spell has a valid substitution. If the spell has no valid counterpart the effect fails and the use of this feature is not expended.
For example you could Empower the spell Fireball to become the spell Wall of Fire.
School of Wild Magic
You learn an additional bit of Wild Magic. You know one level 6 spell from this School.
Weaken Spell
Using your Weaver feature as a reaction when a 2nd level or higher spell is cast within 30 ft of you, you take their spell and weaken the Weave of the spell making it drab and lackluster. The spell’s caster must make a CHA saving throw DC equal to our spell save DC and on a failed save the spell is changed to a similar spell of the same School but one level lower. The DM has great discretion to determine if the spell has a valid substitution. If the spell has no valid counterpart the effect fails and the use of this feature is not expended.
For example you could Weaken the spell Fireball to become the spell Scorching Ray.
School of Wild Magic
You learn an additional bit of Wild Magic. You know one level 7 spell from this School.
Misdirect Spell
Using your Weaver feature as a reaction when a 1st level or higher spell is cast within 30 ft of you, you take their spell and relocate elements of its Weave. The spell’s caster must make a CHA saving throw DC equal to our spell save DC and on a failed save the spell’s target or area of effect is changed. The target and area must both be valid under the casting conditions of the spell.
For example you could change where a Fireball would land or the target of the spell Haste.
School of Wild Magic
You learn an additional bit of Wild Magic. You know one level 8 spell from this School.
Backfire Spell
Using your Weaver feature as a reaction when a 1st level or higher spell is cast within 30 ft of you, you take their spell and throw it back at them. The spell’s caster must make a CHA saving throw DC equal to our spell save DC and on a failed save the spell is either cast with them as the target or they become the center of the spell. If the spell does not have a valid effect with the previous conditions that could be turned against the target such as the spell Control Weather, the spell detonates. The spell explodes forcing the caster of the spell and each creature within 10 ft x the spell’s level to make a DEX saving throw taking XD12 damage on a failed save of half as much on a successful one where X is the spell’s level. The explosion’s damage type is determined by the spell’s School.
Abjuration- Force
Conjuration- Lightning
Divination- Radiant
Enchantment- Psychic
Evocation- Fire
Illusion- Thunder
Necromancy- Necrotic
Transmutation- Acid
You can use this feature once per long rest.
School of Wild Magic
You learn an additional bit of Wild Magic. You know one level 9 spell from this School.
Wild Spells
The Wild Weaver's spells from the School of Wild Magic are listed in the Wild Magic section of the spell chapter.
Nahal's Reckless Dweomer Table
| 1D10 | Result |
|---|---|
| 1 | A random spell of the chosen spell’s School is cast as if you cast it. |
| 2 | A random spell of the chosen spell’s level is cast with random targets. |
| 3 | A random spell of the chosen spell’s level is cast as if you cast it. |
| 4 | A random spell of the chosen spell’s School that you know and have prepared is cast with random targets. |
| 5 | A random spell of the chosen spell’s School that you know and have prepared is cast as if you cast it. |
| 6 | A random spell of the chosen spell’s level that you know and have prepared is cast with random targets. |
| 7 | A random spell of the chosen spell’s level that you know and have prepared is cast as if you cast it. |
| 8 | A random spell you know and have prepared is cast instead with random targets. |
| 9 | A random spell you know and have prepared is cast instead as if you cast it. |
| 10 | The chosen spell is cast as normal. |